/* * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* * This is a port of the infamous "gears" demo to straight GLX (i.e. no GLUT) * Port by Brian Paul 23 March 2001 * * Command line options: * -info print GL implementation information * -stereo use stereo enabled GLX visual * */ #include <math.h> #include <stdlib.h> #include <stdio.h> #include <string.h> #include <X11/Xlib.h> #include <X11/keysym.h> #include <GL/gl.h> #include <GL/glx.h> #define BENCHMARK #ifdef BENCHMARK /* XXX this probably isn't very portable */ #include <sys/time.h> #include <unistd.h> /* return current time (in seconds) */ static double current_time(void) { struct timeval tv; #ifdef __VMS (void) gettimeofday(&tv, NULL ); #else struct timezone tz; (void) gettimeofday(&tv, &tz); #endif return (double) tv.tv_sec + tv.tv_usec / 1000000.0; } #else /*BENCHMARK*/ /* dummy */ static double current_time(void) { /* update this function for other platforms! */ static double t = 0.0; static int warn = 1; if (warn) { fprintf(stderr, "Warning: current_time() not implemented!!\n"); warn = 0; } return t += 1.0; } #endif /*BENCHMARK*/ #ifndef M_PI #define M_PI 3.14159265 #endif static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0; static GLint gear1, gear2, gear3; static GLfloat angle = 0.0; static GLboolean fullscreen = GL_FALSE; /* Create a single fullscreen window */ static GLboolean stereo = GL_FALSE; /* Enable stereo. */ static GLfloat eyesep = 5.0; /* Eye separation. */ static GLfloat fix_point = 40.0; /* Fixation point distance. */ static GLfloat left, right, asp; /* Stereo frustum params. */ XVisualInfo *visinfo; /* * * Draw a gear wheel. You'll probably want to call this function when * building a display list since we do a lot of trig here. * * Input: inner_radius - radius of hole at center * outer_radius - radius at center of teeth * width - width of gear * teeth - number of teeth * tooth_depth - depth of tooth */ static void gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, GLint teeth, GLfloat tooth_depth) { GLint i; GLfloat r0, r1, r2; GLfloat angle, da; GLfloat u, v, len; r0 = inner_radius; r1 = outer_radius - tooth_depth / 2.0; r2 = outer_radius + tooth_depth / 2.0; da = 2.0 * M_PI / teeth / 4.0; glShadeModel(GL_FLAT); glNormal3f(0.0, 0.0, 1.0); /* draw front face */ glBegin(GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0 * M_PI / teeth; glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); if (i < teeth) { glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5); } } glEnd(); /* draw front sides of teeth */ glBegin(GL_QUADS); da = 2.0 * M_PI / teeth / 4.0; for (i = 0; i < teeth; i++) { angle = i * 2.0 * M_PI / teeth; glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5); } glEnd(); glNormal3f(0.0, 0.0, -1.0); /* draw back face */ glBegin(GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0 * M_PI / teeth; glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); if (i < teeth) { glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5); glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); } } glEnd(); /* draw back sides of teeth */ glBegin(GL_QUADS); da = 2.0 * M_PI / teeth / 4.0; for (i = 0; i < teeth; i++) { angle = i * 2.0 * M_PI / teeth; glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); } glEnd(); /* draw outward faces of teeth */ glBegin(GL_QUAD_STRIP); for (i = 0; i < teeth; i++) { angle = i * 2.0 * M_PI / teeth; glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); u = r2 * cos(angle + da) - r1 * cos(angle); v = r2 * sin(angle + da) - r1 * sin(angle); len = sqrt(u * u + v * v); u /= len; v /= len; glNormal3f(v, -u, 0.0); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5); glNormal3f(cos(angle), sin(angle), 0.0); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5); u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da); v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da); glNormal3f(v, -u, 0.0); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5); glNormal3f(cos(angle), sin(angle), 0.0); } glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5); glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5); glEnd(); glShadeModel(GL_SMOOTH); /* draw inside radius cylinder */ glBegin(GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0 * M_PI / teeth; glNormal3f(-cos(angle), -sin(angle), 0.0); glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); } glEnd(); } static void do_draw(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(view_rotx, 1.0, 0.0, 0.0); glRotatef(view_roty, 0.0, 1.0, 0.0); glRotatef(view_rotz, 0.0, 0.0, 1.0); glPushMatrix(); glTranslatef(-3.0, -2.0, 0.0); glRotatef(angle, 0.0, 0.0, 1.0); glCallList(gear1); glPopMatrix(); glPushMatrix(); glTranslatef(3.1, -2.0, 0.0); glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0); glCallList(gear2); glPopMatrix(); glPushMatrix(); glTranslatef(-3.1, 4.2, 0.0); glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0); glCallList(gear3); glPopMatrix(); glPopMatrix(); } /* new window size or exposure */ static void reshape(int width, int height) { glViewport(0, 0, (GLint) width, (GLint) height); if (stereo) { GLfloat w; asp = (GLfloat) height / (GLfloat) width; w = fix_point * (1.0 / 5.0); left = -5.0 * ((w - 0.5 * eyesep) / fix_point); right = 5.0 * ((w + 0.5 * eyesep) / fix_point); } else { GLfloat h = (GLfloat) height / (GLfloat) width; glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0); } glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0, 0.0, -40.0); } static void init(void) { static GLfloat pos[4] = { 5.0, 5.0, 10.0, 0.0 }; static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 }; static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 }; static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 }; glLightfv(GL_LIGHT0, GL_POSITION, pos); glEnable(GL_CULL_FACE); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); /* make the gears */ gear1 = glGenLists(1); glNewList(gear1, GL_COMPILE); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); gear(1.0, 4.0, 1.0, 20, 0.7); glEndList(); gear2 = glGenLists(1); glNewList(gear2, GL_COMPILE); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green); gear(0.5, 2.0, 2.0, 10, 0.7); glEndList(); gear3 = glGenLists(1); glNewList(gear3, GL_COMPILE); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue); gear(1.3, 2.0, 0.5, 10, 0.7); glEndList(); glEnable(GL_NORMALIZE); } static void draw( Display *dpy, Window win ) { GLXContext ctx; ctx = glXCreateContext( dpy, visinfo, NULL, True ); if (!ctx) { printf("Error: glXCreateContext failed\n"); exit(1); } glXMakeCurrent(dpy, win, ctx); init(); if (stereo) { /* First left eye. */ glDrawBuffer(GL_BACK_LEFT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(left, right, -asp, asp, 5.0, 60.0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glTranslated(+0.5 * eyesep, 0.0, 0.0); do_draw(); glPopMatrix(); /* Then right eye. */ glDrawBuffer(GL_BACK_RIGHT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-right, -left, -asp, asp, 5.0, 60.0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glTranslated(-0.5 * eyesep, 0.0, 0.0); do_draw(); glPopMatrix(); } else do_draw(); glXSwapBuffers(dpy, win); glXDestroyContext(dpy, ctx); } /* * Create an RGB, double-buffered window. * Return the window and context handles. */ static void make_window( Display *dpy, const char *name, int x, int y, int width, int height, Window *winRet) { int attribs[] = { GLX_RGBA, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 1, None }; int stereoAttribs[] = { GLX_RGBA, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 1, GLX_STEREO, None }; int scrnum; XSetWindowAttributes attr; unsigned long mask; Window root; Window win; scrnum = DefaultScreen( dpy ); root = RootWindow( dpy, scrnum ); if (fullscreen) { x = 0; y = 0; width = DisplayWidth( dpy, scrnum ); height = DisplayHeight( dpy, scrnum ); } if (stereo) visinfo = glXChooseVisual( dpy, scrnum, stereoAttribs ); else visinfo = glXChooseVisual( dpy, scrnum, attribs ); if (!visinfo) { if (stereo) { printf("Error: couldn't get an RGB, " "Double-buffered, Stereo visual\n"); } else printf("Error: couldn't get an RGB, Double-buffered visual\n"); exit(1); } /* window attributes */ attr.background_pixel = 0; attr.border_pixel = 0; attr.colormap = XCreateColormap( dpy, root, visinfo->visual, AllocNone); attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask; attr.override_redirect = fullscreen; mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask | CWOverrideRedirect; win = XCreateWindow( dpy, root, x, y, width, height, 0, visinfo->depth, InputOutput, visinfo->visual, mask, &attr ); /* set hints and properties */ { XSizeHints sizehints; sizehints.x = x; sizehints.y = y; sizehints.width = width; sizehints.height = height; sizehints.flags = USSize | USPosition; XSetNormalHints(dpy, win, &sizehints); XSetStandardProperties(dpy, win, name, name, None, (char **)NULL, 0, &sizehints); } *winRet = win; } static void event_loop(Display *dpy) { Window win; make_window(dpy, "glxgears", 0, 0, 300, 300, &win); XMapWindow(dpy, win); while (1) { while (XPending(dpy) > 0) { XEvent event; XNextEvent(dpy, &event); switch (event.type) { case Expose: /* we'll redraw below */ break; case ConfigureNotify: reshape(event.xconfigure.width, event.xconfigure.height); break; case KeyPress: { char buffer[10]; int r, code; code = XLookupKeysym(&event.xkey, 0); if (code == XK_Left) { view_roty += 5.0; } else if (code == XK_Right) { view_roty -= 5.0; } else if (code == XK_Up) { view_rotx += 5.0; } else if (code == XK_Down) { view_rotx -= 5.0; } else { r = XLookupString(&event.xkey, buffer, sizeof(buffer), NULL, NULL); if (buffer[0] == 27) { /* escape */ return; } } } } } { static int frames = 0; static double tRot0 = -1.0, tRate0 = -1.0; double dt, t = current_time(); if (tRot0 < 0.0) tRot0 = t; dt = t - tRot0; tRot0 = t; /* advance rotation for next frame */ angle += 70.0 * dt; /* 70 degrees per second */ if (angle > 3600.0) angle -= 3600.0; draw( dpy, win ); frames++; if (tRate0 < 0.0) tRate0 = t; if (t - tRate0 >= 1.0) { GLfloat seconds = t - tRate0; GLfloat fps = frames / seconds; printf("%d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds, fps); tRate0 = t; XDestroyWindow(dpy, win); make_window(dpy, "glxgears", (int)(fps * 100) % 100, (int)(fps * 100) % 100, 300, 300, &win); XMapWindow(dpy, win); frames = 0; } } } } int main(int argc, char *argv[]) { Display *dpy; char *dpyName = NULL; GLboolean printInfo = GL_FALSE; int i; for (i = 1; i < argc; i++) { if (strcmp(argv[i], "-display") == 0) { dpyName = argv[i+1]; i++; } else if (strcmp(argv[i], "-info") == 0) { printInfo = GL_TRUE; } else if (strcmp(argv[i], "-stereo") == 0) { stereo = GL_TRUE; } else if (strcmp(argv[i], "-fullscreen") == 0) { fullscreen = GL_TRUE; } else printf("Warrning: unknown parameter: %s\n", argv[i]); } dpy = XOpenDisplay(dpyName); if (!dpy) { fprintf(stderr, "Error: couldn't open display %s\n", XDisplayName(dpyName)); return -1; } if (printInfo) { printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION)); printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR)); printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS)); } event_loop(dpy); XCloseDisplay(dpy); return 0; }